Table of Contents

Overview


The V-Ray Ramp texture  creates a texture map that graduates from one color to another through a series of colors.

This texture can be used for:

  • to create different types of effects, such as stripes, geometric patterns, or mottled surfaces
  • as a 2D background
  • as the source file for an environmental sphere texture to simulate a sky and horizon

 




UI Path: ||Toolbar|| > V-Ray menu icon > Textures > VRayTexRamp



Parameters




Type


Controls what kind of ramp you are creating. The available types are:


U Ramp Colors change along the "U" direction of the texture.

V Ramp – Colors change along the "V" direction of the texture.

Diagonal Ramp – Colors change diagonally across the "U" and "V" directions.

Radial Ramp – Colors change along a circular path, centered in the middle of the texture.

Circular Ramp – Colors change along a straight line starting from s single point, forming a series of concentric circles.

Box Ramp – Colors change along a straight line starting from a single point, forming a series of concentric squares or rectangles.

UV Ramp – Colors change along both the "U" and the "V" directions.

Four Corner Ramp – The colors from the ramp are placed sequentially around the four corners of the texture, and the middle of the texture is interpolated between those colors. (if there are less than four colors in the ramp, black is used in the remaining corners.)

Tartan Ramp – The colors are interpolated in bands along both the "U" and the "V" directions, and blended where they cross each other, forming a plaid-like pattern.


Interpolation


Controls the way the intermediate colors are calculated.


None – No interpolation is done; the different colors just show up as constant bands in the final texture. 

Linear– The values are interpolated linearly in RGB color space. 

Exponential Up – The values are interpolated exponentially from the bottom to the top of the ramp. This means that each color dominates the space between it and the next color. 

Exponential Down – The values are interpolated exponentially from the top to the bottom of the ramp. This means that each color dominates the space between it and the previous color. 

Smooth – The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color. 

Bump – The values are interpolated along a sin curve, based on the luminosity values. 

Spike – Each color in the ramp dominates only its very immediate neighborhood, falling off very quickly. 

 

Selected color – Sets the color for the selected helper.

Selected position – Sets the position for the selected helper.